Tasker presentation final.pptx - WPI

Tasker is a serious game designed to help the player overcome procrastination. Summary of the game: ... tutorial: show how to scheduling Assessment...

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2/28/15

Tasker A serious game for procrastination Zihui Wu Jonathan Yang Thompson Lee Sam Wallach

Introduction ▪  Tasker is a serious game designed to help the player overcome procrastination. ▪  Summary of the game: ▪  ▪  ▪  ▪ 

Study for an upcoming exam Face certain procrastination factors Manage the energy and time for the character Goal for character - Get his tasks done, increase his intelligence level, perform better on the final exam

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Needs Analysis ▪  Procrastination is detrimental for one’s life and health ▪  Time must be used wisely ▪  Helping players to understand and solve the problems as following: ▪  Lack of focus ▪  fatigue ▪  Helplessness in the face of complexity, not knowing where or how to start ▪  Fear of the outcome ▪  Rebellion and laziness ▪  Lack of motivation ▪  Perfectionism

Learning Objectives – Task Analysis ▪  Understanding some of the factors that cause procrastination ▪  Understanding how to overcome certain factors which contribute to procrastination ▪  Lack of focus - Avoiding spending too much time on distractions, such as games, TV, and comics, and focusing on their work. ▪  Fatigue - Taking breaks ▪  Complexity – Breaking the work down

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Target Audience & Platform ▪  Target Audience ▪  College students who might have procrastination issues

▪  Platform ▪  PC – Windows/Mac

Game Mechanics ▪  Scheduler ▪  Studying ▪  Distractions ▪  Time & Stamina ▪  Scoring ▪  Real-life tasks ▪  Inputs

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Concept Art

Main Interface

Concept Art

Schedule Module

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Storyboard & Game Process

Storyboard & Game Process mini-games (distraction)

day 1

stop playing

dialog

play mini-games

room (the main interface)

stop studying and do some other things

study (next section)

keep studying fall

task (study)

day end

study

quiz pass

schedule module

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Storyboard & Game Process

suggestions

schedule show dialog

tutorial: show how to scheduling

scheduling

real life tasks module day 2

Assessment ▪  After each day’s play session, the game asks the players to update a schedule of their real-life tasks and give them feedback how efficiently they have done ▪  At the very end of the game, the player find out how the character do in the game

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Paper prototype

Stamina and Time

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Scheduler

Room Interface

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Study ▪  Simple readings about procrastination ▪  Each page takes one “Study” action ▪  Quizzes every few pages to make sure the reading is done

Games ▪  Simple mazes and reflex games ▪  Played one after another until the player chooses to stop, using time for each one

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Comics ▪  Read some of a comic ▪  Each page turn uses another action

Nap ▪  Simply pay 3 time for 3 Stamina

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Feedback   ▪ 

Player  doesn’t  know  if  stamina  stacks  (carry  over)  to  the  next  day.  

▪ 

Not  much  usage  of  naps  in  first  playtest.  

▪ 

It  may  not  be  possible  to  finish  Task  A  aEer  opening  mystery  box.  

▪ 

Player  felt  unfair/confused  about  the  game  aEer  opening  mystery  box  or   playing  mini-­‐game.  

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Rewards  in  first  playtest  felt  unrewarding.  

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Post  gameplay  assessment  may  be  required.  

 

Feedback  (conJnued)   ▪ 

Player  asked  what  other  objects  can  be  in  the  mystery  box;  Might  need  to   explain  about  the  contents  beforehand.  

▪ 

Player  suggests  that  the  more  quizzes  goOen  right,  the  more  unlockables  can   be  unlocked  (extra  minigames,  etc.)  

▪ 

We  asked  ourselves  if  we  need  to  add  more  aOributes  to  the  protagonist.   Player  suggested  aEerwards  that  aOributes  added  can  be  for  mulJplayer   experience  or  single-­‐player  with  sharable  social  media  info.  

▪ 

Need  more  playtests  to  assess  the  acJon  aOributes  (stamina  and  Jme)  for   game  balancing.  

 

 

 

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Postmortem   ▪  Games  for  behavioral  changes  is  definitely  hard   ▪  Research  before  designing  is  helpful   ▪  A  lo-­‐fi  prototype  can  keep  the  player  focus  on  the  game  flow  and   mechanics  instead  of  graphics   ▪  It  was  someJmes  difficult  to  get  everyone  in  the  right  place  at  the   right  Jme  to  get  work  done   ▪  For  future  tesJng,  the  rules  must  be  made  much  more  clear  to  the   playtesters   ▪  The  game  needs  to  be  much  beOer  balanced,  as  it  felt  unfair  during   playtests    

Thanks!

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